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authorAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
committerAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
commit98e0462e4f6b13ff26af5211409352d45dd9453e (patch)
treefbff14dc9a0fffdda409d9989f2e34cd4bb265f6 /gamemode/shared/itemsystem/weapons_common.lua
parent4879eb1d78520ce0ac9b0bb0ef5244cf65ad7c99 (diff)
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Add a ton of icons, more work on refactoring
Diffstat (limited to 'gamemode/shared/itemsystem/weapons_common.lua')
-rw-r--r--gamemode/shared/itemsystem/weapons_common.lua70
1 files changed, 0 insertions, 70 deletions
diff --git a/gamemode/shared/itemsystem/weapons_common.lua b/gamemode/shared/itemsystem/weapons_common.lua
deleted file mode 100644
index 6f553fa..0000000
--- a/gamemode/shared/itemsystem/weapons_common.lua
+++ /dev/null
@@ -1,70 +0,0 @@
-
-ART = ART or {}
-
---- Finds the direction a player is moveing.
--- @param player The player to find the move direction of
--- @return The string "forward", "backward", "right", or "left"
-function ART.playermovedir(player)
- local vel = player:GetVelocity():GetNormalized()
- vel.z = 0
- local swings = {
- {player:GetForward(),"forward"},
- {-player:GetForward(),"backward"},
- {player:GetRight(),"right"},
- {-player:GetRight(),"left"}
- }
- table.sort(swings,function(a,b)
- return vel:Dot(a[1]) > vel:Dot(b[1])
- end)
- return swings[1][2]
-end
-
-
-local positionset = {}
---- The arc swing of a weapon.
--- Finds anything that a weapon should hit in it's swing, and calls a function on it.
--- @param player The player that's swinging the weapon
--- @param tiems A table of times that the trace calculations should be done at, this table needs to be the same length as the positions table
--- @param positions The position offsets from the player that swung that should be the start/end points of the arc
--- @param onhit A function to call on any entities that were hit in the swing of the weapon.
-function ART.swingarc(player,times,positions,onhit)
- local positionpoints = {}
- table.insert(positionset,positionpoints)
- for k,v in ipairs(times) do
- timer.Simple(v,function()
- ART.TraceWeapon = true
- ART.TraceStart = CurTime()
- print("positions[k]",positions[k],"playerpos",player:GetPos(),"add",Vector(0,0,64))
- local weaponpos = positions[k] + player:GetPos() + Vector(0,0,64)
- table.insert(positionpoints,weaponpos)
- if #positionpoints > 1 then
- --print("Trace from ", positionpoints[#positionpoints-1], " to ", positionpoints[#positionpoints])
- local tr = util.TraceLine({
- start = positionpoints[#positionpoints-1],
- endpos = positionpoints[#positionpoints],
- })
- onhit(tr)
- end
- end)
- end
- timer.Simple(times[#times],function()
- print("Inserted swing, drawn positions are now:")
- PrintTable(positionset)
- ART.TraceWeapon = false
- end)
-end
-
-hook.Add( "HUDPaint", "weaponswings", function()
- cam.Start3D() -- Start the 3D function so we can draw onto the screen.
- for k,v in pairs(positionset) do
- for i = 1,#v-1 do
- render.DrawLine( v[i], v[i+1], Color(255,0,0,255), false )
- render.DrawLine( v[i], v[i]+Vector(0,0,20),Color(0,255,0,255),false)
- end
- end
- --render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun
- --render.DrawSprite( pos, 16, 16, white ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha.
- cam.End3D()
-end )
-
-return wcommon